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What is health besides a resource that can be converted into stamina (and something which must be kept ≥ 1)? I am imagining the stamina–health split as a little bit like — but not a lot like — RuneQuest’s magic points–power split. Easier to restore stamina than increase health?

Bloom acts as a resource cap, right? As an object of comparison — it is just a little Wittgensteinian exercise, not a recommendation! — we could imagine a system in which it was instead a cap on the bonus that could be added to a challenge roll: rather than limiting resources, bloom would throttle the spending of them. If you wanted to have more than + 1 on a roll (i.e. to perform better than someone with skill or equipment), you would have to “let the forest in.” All tracker dice states — up to 666 — would be possible, and health could be spent directly. It would NOT play the same, of course.

Multiplayer fantasy settings: MUs would drain others’ precious health to top up their easy come, easy go stamina, surely. But I more often than not have hold of the wrong end of the stick. ;)

I am looking forward to the finished Epsilon.

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